Hunters Bane. The blood hunter apprentice has advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them.
Dueling. When the blood hunter is wielding a melee weapon in one hand and no other weapons, it gains a +2 bonus to damage rolls with that weapon.
Crimson Rite. As a bonus action, the blood hunter can imbue a weapon to strike for 3 (1d6) extra fire damage. On activating the rite, it takes 3 (1d6) damage. Rite damage is magical and lasts while it holds the weapon or until it completes a short/long rest
• 1st level (2 slots): protection from evil and good, armor of agathys, cause fear
Multiattack. The Blood Hunter makes two weapon attacks.
Raiper. Melee Weapon Attack. +7 to hit, reach 5ft, one target. Hit: 10 (1d8 + 6) piercing damage.
Hand Crossbow. Ranged Weapon Attack. +7 to hit, reach 30/120, one target. Hit: 7 (1d6 + 4) piercing damage.
Blood Curse of the Eyeless(Uses Blood Maledict use). When a creature the Blood Hunter can see within 30 feet of it makes an attack roll, it can use its reaction to roll one 1d4 and subtract the number rolled from the creature’s attack roll. It can choose to use this feature after the creature’s roll. The creature is immune if it is immune to blindness. The blood hunter can take a 1d6 damage when this feature is used to apply this to all of the affected creatures attack rolls until the end of its turn.
Description
Blood hunters are warriors who use magical effects to hunt down dangerous monsters.
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